azurazen Posted May 15, 2009 Share Posted May 15, 2009 I know post about multiplayer fallout/oblivion, etc.. are flamed and pretty much heresy on forums, but I was just curious about a few things that I was hoping someone could clear up for me. 1. Can the fose(Fallout Script Extender) read/write files, if not can the geck? 2. Can the fose or geck, send information to other programs on the individuals computer? I was wondering because, if so on either case couldn't someone make a side application that just retrieves these messages and sends them to the others computer via lan/internet, whatever and if the same person had the app it could receive the information and inject it into their game? Just curios as a possible proof of concept more than an actual attempt at modding FO3...It just seemed viable that if the fose can inject information into a game that it be able to retrieve it as well, so if it could somehow write it to a file or send it to a more specialized app it could be used as a medium as described above. Thx in advance for any replys. Link to comment Share on other sites More sharing options...
Brianide Posted May 15, 2009 Share Posted May 15, 2009 I was wondering because, if so on either case couldn't someone make a side application that just retrieves these messages and sends them to the others computer via lan/internet, whatever and if the same person had the app it could receive the information and inject it into their game? Just curios as a possible proof of concept more than an actual attempt at modding FO3...It just seemed viable that if the fose can inject information into a game that it be able to retrieve it as well, so if it could somehow write it to a file or send it to a more specialized app it could be used as a medium as described above.I think this is the principle of the current Oblivion multiplayer mods; a client-side application interacts with the game's memory and communicates with connected games (to my understanding, at least). I'm don't think there's another practical way to go about it. Sending and receiving data isn't the only problem, though. There's far too much data for the game's entire state to be synced, so such a mod would need to have some method of determining what needs to be sent between clients. And for a game as unpredictable as this, I would assume syncing anything other than players' positions would be a sort of hellish nightmare. Not that I'm an authority on the matter, though. That's just my moderately educated opinion. Link to comment Share on other sites More sharing options...
TGBlank Posted May 16, 2009 Share Posted May 16, 2009 Not to mention that many of the things that would need to be synced you get absolutely no access to.And then you add mods on top... What the "multiplayer oblivion" did was to show the other player when both where close. Show, that's all the interaction there was to it, it was buggy, slow and took ages to be made. There's supposedly a fallout MMO in the making, wait for that instead of wasting time with this idea. Link to comment Share on other sites More sharing options...
Deleted1084753User Posted May 16, 2009 Share Posted May 16, 2009 Being made by a studio other than Bethsoft too, so if we're really lucky they might actually stabilize the engine and tools a bit, heh. Link to comment Share on other sites More sharing options...
azurazen Posted May 16, 2009 Author Share Posted May 16, 2009 Ive read about the FO3 mod recently after posting this, im just impatient lol, but perhaps a less complete system. Such as a mail system for simple communication across lan or perhaps item trading would be a more viable route with this concept since syncing wouldn't be a major issue. Ohh well just voiceing a few concepts, thanks for tha replys -grabs a chair and twiddles thumbs- yep waiting sux. lol. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.